Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Regeneration. The vampire regains 25 hit points at the start of its turn if it has at least 1 hit point. If the vampire takes radiant damage, it regains 10 hit points from the next use of this trait instead.
Turn Resistance. The vampire has advantage on saving throws against any effect that turns undead.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Stake to the Heart. The vampire dies if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Multiattack. The displacer beast makes two attacks with its tentacles and one with its claws and one with its bite
Tentacle. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus and 17 (5d6) necrotic damage. If the target is a creature, the vampire can grapple the target (escape DC 19).
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. If the target is a creature, the vampire can grapple the target (escape DC 19).
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) piercing damage and 17 (5d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried rises the following night as a vampire spawn under this vampire’s control.
Mist Form. The vampire polymorphs into a Medium cloud of mist, or back into its true form. Anything it wears or carries transforms with it. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, but it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws. A vampire in mist form is immune to nonmagical damage, except damage from sunlight, and has resistance to damage other than radiant. The vampire reverts to its true form if it dies.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into its Mist Form instead of falling unconscious. If the vampire can’t transform, it dies.
While it has 0 hit points in mist form, the vampire dies if it takes damage three times or radiant damage once. It can’t willingly revert to its vampire form, and it must reach its resting place within 2 hours or die. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
The vampire can take 3 legendary actions, choosing from the options here. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.
Move and Claw. The vampire moves up to its speed and attacks once with its claws.
Bite (2 Actions). The vampire makes one bite attack.
Purify Blood (2 Actions). Even if the vampire can’t take actions, one condition ends on it.
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